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LITVIN'S CODE by Chester  Litvin

LITVIN'S CODE

by Chester Litvin

Pub Date: Dec. 1st, 2011
ISBN: 978-1-4669-0045-5
Publisher: Trafford

Litvin introduces a game—including a workbook of exercises—designed to promote mental acuity in children. 

According to author Litvin (Introduction to Brain Stimulation by Psychoconduction, 2011, etc.), a psychologist, parts of the human brain are “sleeping” or “inactive.” As a result, the brain as a whole underperforms, falling short of its potential efficiency. Litvin devised a game—a “new approach to non-invasive brain stimulation” intended to awaken those slumbering sectors of the brain—that emphasizes an integration of different kinds of stimuli into one continuous learning sequence, including “visual, audio, tactile, kinesthetic and olfactory types.” Litvin argues that the recruitment of all the senses (rather than only one) into action should improve “attention, concentration and the memory of the entire brain.” The exercises unfold in great detail, including visual illustrations. In general, each exercise presents a visual display of boxes that either contain a symbol or are empty. Each visual display corresponds to a number and a letter and has an “audio representation,” which is a series of knocks. The kinesthetic element, which corresponds to the numbers and letters, is expressed through the clamping and unclamping of each hand. A participating youngster—Litvin claims the game is appropriate for children as young as 5 years old—translates a code from one perceptual sense to another. The book is almost entirely a workbook of exercises—there is one page of explanation, which provides no scientific analysis of the functioning of the brain or any empirical evidence that this learning tool is superior to any other except the author’s anecdotal experience. For example, it’s not obvious the exercises are neurologically more productive than reading a book with a child. But they are lucidly explained and easy to follow. However, many parents will be skeptical that this particular brand of game, especially for kids used to all the options on the internet, is “fun.” The exercises feel like exactly that: drills conceived to foster greater competence, not merriment. 

An educational tool presented without a rigorous argument for its effectiveness and that may feel dutiful to children.